Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2015-01-29cleanup: pep8Campbell Barton
also remove empty class parenthesis
2013-12-26Rigidbody: Allow triangle mesh shapes to deform during simulationSergej Reich
Only supported when using the "Deform" mesh source.
2013-12-26Rigidbody: Add option to choose mesh source for collision shapesSergej Reich
The options are: Base: Base mesh Deform: shape keys and deform modifiers Final: All deformations and modifiers It would be nice to have a way of specifying where exactly in the modifier stack the collision shape is generated. However this is not staight forward since the rigid body simulation is not part of the modifier system and would require hacks to make it work.
2013-04-23rna attribute consistency edits, use common prefix for booleans.Campbell Barton
2013-03-11code cleanup: pep8 & minor changesCampbell Barton
2013-02-21rigidbody: Move "Enabled" checkbox out of rigid body panel headerSergej Reich
Rename it to "Dynamic" to make it more obvious that it switches between static and dynamic state. Also don't show it for passive rigid bodies since it's redundant in that case.
2013-02-10pep8 cleanupCampbell Barton
2013-01-23UI / Layout scripts:Thomas Dinges
* Code cleanup for new Rigid Body panels. * Removed some unneeded split() calls. * Remove redundant check for "ob.rigid_body_constraint" in the draw() function of the "Rigid Body Constraint" panel. The check is already made in the poll.
2013-01-23scene panel for rigid body - remove operator isnt greyed out when rigidbody ↵Campbell Barton
is disabled
2013-01-23move rigidbody toggle into the header for scene and objects.Campbell Barton
2013-01-23rigidbody: Add rigid body simulationSergej Reich
Add operators to add/remove rigid body world and objects. Add UI scripts. The rigid body simulation works on scene level and overrides the position/orientation of rigid bodies when active. It does not deform meshes or generate data so there is no modifier. Usage: * Add rigid body world in the scene tab * Create a group * Add objects to the group * Assign group to the rigid body world * Play animation For convenience the rigid body tools operators in the tools panel of the 3d view will add a world, group and add objects to the group automatically so you only have to press one button to add/remove rigid bodies to the simulation. Part of GSoC 2010 and 2012. Authors: Joshua Leung (aligorith), Sergej Reich (sergof)